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Gearna Eye
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:2:3 3 1:--- 4 4 3 A. Crush W. Balloon F. Sword H. Snipe...
Pharaoh - First Screens
For the two routes (Pharoah First or Bright First), there are two strategies for this screen. For either one, note that Mega Man might sink slightly between slides if your timing is not perfect. Expect to have a small hop every 3 to 5 slides. Bright First T...
Sword - Part 2
There is 1 bolt in this section, near the end after riding the lava-boat down the waterfall Sword Man's boss fight calls for a lot of damage boosting, to help manipulate his patterns. Try to avoid damage in this section. First Screen The intended strat is t...
Sword Man - Boss Fight
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1:3 1 1:1 1 2 1 A. Crush W. Balloon F. Sword H. Sniper ...
Bolt Locations - Sword Man
There are 3 bolts in Sword Man's stage, 2 in the first half and 1 in the second. None are needed for any%. 40 Bolts has a duplication route. This is the stage where duplication happens. See https://goodboyrush.net/books/mega-man-8/page/bolt-duplication for de...
Search - Part 1
There are 3 bolts in the first half of the stage. None are needed for any% Immediately summon Rush Bike to start the stage. The terrain is bumpy enough that Rush's speed gets one last hurrah here. The biggest hazard is falling to the bottom of the screen in ...
Search - Wood Man (MM8)
Wood Man is only present on the Saturn version of the game. (holder Page)
Search - Part 2
There is one bolt in this section, in the Thunder Claw grappling room over spikes. It is not needed in any% Screen 1 Use Ice Wave as needed to clear a path, and slide through the screen. Mind the closing door near the end. Screen 2 (Vertical Screen) Tornad...
Search Man - Boss Fight
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1:3 1 1:1 1 1 1 A. Crush W. Balloon F. Sword H. Sniper ...
Part 1 - Jump Jump
There are no checkpoints on the sled, so be careful. Remember from Frost Man's stage - you can ball jump on the sled with minimal effort. New to this sled section - you can use Astro Crush to pause Mega Man's decent. Keep this and Ball Jumping in mind as bac...
Mega Man 11 Out Of Bounds (OOB)
From Discord - How do you get out of bounds (in Acid Man)? The one in Acid specifically is a long one. You use Rush Coil to get some height, then you use the Pile Driver to hit the wall. The recoil pushes Mega Man upward. At that moment, you go to the weapon ...
About The Final Charge
The "Final Charge" is the extra-large buster shot Mega Man fires at the end of the Power Gear charge. It is most commonly seen in casual play when using the Double Gear Technique. It does 8 damage and pierces/Passes-through all enemies(?). Without the double ...
Rush Damage Transfer
Shoot with Rush out (coil, jet, probably marine), switch weapons, the bullet does the damage of the weapon you switched to (like Top) even if you have no ammo in that weapon.
Rush Despawn
When watching most "top level" runs, this is most visible in Snake Man on the screen after the first Snake Midboss. Rush (Jet And Coil) will despawn if, while sliding, you press Start. Despawning Rush is primarily useful to reduce lag by getting Rush off th...
All About Rush Jet
Rush Jet ammo/energy only gets used while Mega Man is on Rush. This is (some of) why players often jump on Rush Jet a lot. As with most things in this game, more sprites on the screen results in more lag. This is why in Snake and Doc-Needle, when Mega Man j...
Air Man - Lightning Lords & Fast Air
The "second half" of the first screen of Air Man is a long chasm with "Lightning Lords" on cloud platforms. Intended Strategy The intended strategy is to shoot the Lightning Lords and ride their platforms across. The clouds spawn at a set "X-Coordinate" i...
Pausing In Jumps
Pausing in a jump will cause Mega Man to "beam in" again, resetting his falling speed. This can be used to extend jumps, such as the fall off the platform in Heat Man's stage before "The Item 3 jump", or to redirect a jump, like the fourth elevator room in Wil...
Zipping
This page notes general truths about zipping. For specific zips (such as the Good Wood zip), check their stage pages and Duckfist's Tutorial. A-Trigger vs. B-Trigger Several zips will refer to an A-Trigger or a B-Trigger. A-Trigger zips require mega Man to ...
Wily 1 - After the Sled
You must have Thunder Claws for this section You want to have an extra life going into Wily 2. If for some reason you have 0 Lives left, collect the 1up over the boss door. After getting off the sled, swap to ice wave, slide four times, then use an ice wave....
Wily 1 Boss - Atetemino
From The Compendium HP: 40 Damage Chart: M. Buster M. Ball T. Hold F. Bomb I. Wave T. Claw 1:1:2 6 1:0 1 1 1 A. Crush W. Balloon F. Sword H. Sniper ...